Warcraft III resources & community, 2003–2006 · archived

The Terran Wall

not rated
Submitted by SnowDawgSurvival300 downloads1.7 MB
Survive on coming Zerg attacks.
File Name
The Terran Wall.w3x
Map Author
SnowDawg
Suggested Players
Any
Difficulty
96
Number of Missions
91
Type
.w3x
Tileset
Dalaran
Playable Map Size
91 x 91
Map Size
96 x 96
Regions
15
Cameras
1
Units
44
Doodads
7381
Variables
23
Triggers
50

This map is unprotected.

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Comments

3
Yes, that would help solve it.

Other suggestions:
-Don`t malk the cemera jump every time one of the nurtral heroes says something. Its really distracting and jumps always when I`m in the middle of a fight somewhere.
-Lower the player positions to maybe 4 or so. I beat this with a friend two player with some difficulty. Beat it with three players with little difficulty. 4 players would be overkill. No reason to have more then 4, and plus, with those extra player positions avialabe, you can flix the unit-lag problem.

Polish this up a bit more and I will consider this for the Choice Award. Or if you want, I can fix everything for you.
-VGsatomi
Yea, I knew about the bug thing where they stop, but didnt fix it, so, u think that having all the spanw locations owned by a different player, would fix the problem?
:?:
First of all, this map has some SERIOUS potential. I played it a few times and had a lot of fun with it...BUT you made one critical error, but an easy one to fix. You have all the zerg units under the command of one player/ai positon. thats fine at start, but near the end when you have hudreds of zerg units running, it begins to clog...not becausen of tight chiokes, but because of the ai lagging behind. An AI can only order 12 units to move at a time. You'll notivce near the end the units simply stop running and sit still and let themselves get killed. This happens because the ai is trying to manage to much. Here is how to fix it: you can either have multiple ai postitions spawning the units, (each ai having an equal number of units) so each ai has less to manage, or remove the ai start positions all together and just spawn the units to player brown without a start position. The second option is probably easier. If you do not know what I'm talking about, allow me to make the changes and send the map to you to resubmit. Let me know what you think.

This is a great map, I hate to see it ruined because of a little thing like that.
-VGsatomi